Search found 152 matches
- Fri Apr 12, 2024 1:10 pm
- Forum: News
- Topic: Friday Facts #406 - Space Age Music
- Replies: 151
- Views: 19841
Re: Friday Facts #406 - Space Age Music
All I want is the music volume slider to be reasonably tuned. Every game I have to lower music down to < 10%.
- Fri Dec 08, 2023 4:50 pm
- Forum: News
- Topic: Friday Facts #388 - Smaller things for 2.0
- Replies: 149
- Views: 25388
Re: Friday Facts #388 - Smaller things for 2.0
Always enjoy those QoL changes.
Would it be possible to keep the formula in the text field for future edits? It would be kind to my future self when I revisit part of a factory to see why I chose that value of 141331233.
Would it be possible to keep the formula in the text field for future edits? It would be kind to my future self when I revisit part of a factory to see why I chose that value of 141331233.
- Fri Oct 20, 2023 5:47 pm
- Forum: News
- Topic: Friday Facts #381 - Space Platforms
- Replies: 209
- Views: 43538
Re: Friday Facts #381 - Space Platforms
Ultimately, though, so far, it seems like there isn't actually a lot you need to construct on the platforms. Fuel (and oxidizer) and ammo that I can remember off from the top of my head. Water if you want to bring in Nuclear. There shouldn't be the need for overly big or complex belt setups with th...
- Fri Oct 20, 2023 5:20 pm
- Forum: News
- Topic: Friday Facts #381 - Space Platforms
- Replies: 209
- Views: 43538
Re: Friday Facts #381 - Space Platforms
It's a trade-off, though. Either you have folks complaining about the realism of the platform being its own constructor, or you have folks complaining about the realism of independently floating, small thruster powered objects somehow keeping pace with the rocket propelled platform and updating spe...
- Fri Sep 08, 2023 6:03 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 805
- Views: 132203
- Fri Sep 08, 2023 12:04 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 805
- Views: 132203
Re: Friday Facts #375 - Quality
The recycler creating better outputs than inputs feels wrong gameplaywise. To me, it seems like it should have a chance of producing the same tier (or lower) as the input, and that quality beacons would increase the chance to recapture the good inputs.
- Sat Apr 16, 2022 4:39 pm
- Forum: Modding interface requests
- Topic: Increase max logistic filter count above 1,000
- Replies: 4
- Views: 1489
Re: [1.1.57] Not enough personal logistic slots // API mismatch
That's semantics. It's a bug if the intent was to manage your items. It's a suggestion if a limit of 1 or 10 or 1000 was purposeful game design.
- Sat Apr 16, 2022 4:24 pm
- Forum: Modding interface requests
- Topic: Increase max logistic filter count above 1,000
- Replies: 4
- Views: 1489
Increase max logistic filter count above 1,000
Howdy. The APi for set|get_personal_logistic_slot notes the slot_index is a uint . In practice, you'll get a Factorio error if it's greater than 65K. In reality you cannot add more than 1000 items to the personal logistics, which is too limiting. I argue that it's too few because mods such as Krasto...
- Sun May 16, 2021 2:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.33] Updating mods with no space available caused a few failures (hung, loss of achievements, mod-enablement)
- Replies: 1
- Views: 2326
[1.1.33] Updating mods with no space available caused a few failures (hung, loss of achievements, mod-enablement)
Howdy. Unfortunately, there aren't logs available for the first two attempts. 1. Attempt #1 to update mods. Factorio hard-hung after 1 of 3 had completed (according to the bar). It had to be killed. Reason it hung was unknown at the time (I didn't know the drive was out of space). 2. Attempt #2 to u...
- Sun Aug 16, 2020 3:52 am
- Forum: Ideas and Suggestions
- Topic: [1.0] No audible feedback when finalizing chest limit
- Replies: 1
- Views: 1041
[1.0] No audible feedback when finalizing chest limit
Whenever you select the "X" in the chest inventory, it gives audible feedback. However, when you finalize the limiter by clicking on an chest slot, it does not make a noise. I do not know if this applies to other storage grids.
- Sat Aug 15, 2020 5:01 pm
- Forum: Ideas and Suggestions
- Topic: Tutorial Feedback - Automobilism stage
- Replies: 0
- Views: 646
Tutorial Feedback - Automobilism stage
Howdy. Even though I'm a long-time player, I decided to play through the tutorial. I'm on the stage where you need to research "automobilism". The flavor dialog indicates that the engineer will want to build a car, however, there's no guidance on how to prepare to build the car other than ...
- Fri Aug 14, 2020 2:25 am
- Forum: Technical Help
- Topic: Purchasing directly from Wube as a gift
- Replies: 1
- Views: 724
Purchasing directly from Wube as a gift
Howdy. If I purchase from Wube, can I forward the email to someone as a gift? Or is the account tied to the emai (I don't know what email they would want to register with)? And what if I'm logged in versus logged out when purchasing the gift?
Thanks.
Thanks.
- Wed May 13, 2020 12:18 am
- Forum: Ideas and Suggestions
- Topic: Place a "Reset" icon next to mod's name on settings pages
- Replies: 1
- Views: 757
Place a "Reset" icon next to mod's name on settings pages
I had the need to reset a mod's map settings to default. I had no idea what those defaults were, and hovering over the "reset" icon in the upper-right of the window told me I had 52! changes that would be reverted. I could also see what settings would be reverted for the mod in question, s...
- Wed May 13, 2020 12:13 am
- Forum: Resolved Problems and Bugs
- Topic: [0.18.24] No scrollbar on player settings
- Replies: 1
- Views: 761
[0.18.24] No scrollbar on player settings
Startup and map settings have a scrollbar if there are a lot of settings. The player settings does not.
- Sat May 09, 2020 11:02 pm
- Forum: Modding help
- Topic: Help changing the tint on fire-flame smoke
- Replies: 0
- Views: 674
Help changing the tint on fire-flame smoke
Howdy. I've made a change to fire-flame, partially to be a different color given the environment. However, I'm struggling to get the roiling smoke clouds to have the new flame's tint. Here's the route I went. The I tried both .tint and .color, using green as it's easy to tell if it is working. The f...
- Sat May 09, 2020 10:40 pm
- Forum: Not a bug
- Topic: [18.22] serpent.block reference
- Replies: 1
- Views: 754
[18.22] serpent.block reference
Howdy. `serpent.block` isn't printing out information if the reference is shared among multiple keys nor is it indicating the value is a reference. Take for instance the snippet below. If you examine the `.pictures` key in the large dump, only the first entry has the `tint` and `flags` expanded. All...
- Fri May 01, 2020 9:34 pm
- Forum: Ideas and Suggestions
- Topic: A Stable Tooltip
- Replies: 0
- Views: 648
A Stable Tooltip
Howdy. My suggestion is to make the tooltips stable, both in sort order and with the count as long as the tooltip is shown . Instead of removing items that have a zero count, continue showing them with the label of 0 and/or color the the icon to indicate it's no longer present. It can be difficult c...
- Wed Apr 29, 2020 12:04 am
- Forum: Modding interface requests
- Topic: Choosing a personal logistic item event
- Replies: 0
- Views: 636
Choosing a personal logistic item event
Howdy. I was trying to write a mod that defaults the personal logistics to a factor of the stack size. The current behavior is to default the min/max to stack-size/infinity, respectively. My idea is to have a setting that instead of filling in those defaults, it would fill in the defaults scaled by ...
- Mon Apr 20, 2020 5:34 pm
- Forum: Not a bug
- Topic: [0.18.19] Sound mixing changes between normal and glitchy(?)
- Replies: 1
- Views: 960
[0.18.19] Sound mixing changes between normal and glitchy(?)
Playing Krastorio 2 (+mods). Built the gas station. It has a deep, throaty sound, but if I run out of sound range and run back to it, it becomes a staccato of glitchiness. If I repeat the action, it once again has its rumbly sound. In the attached save, I created a path for you to run on. Just run n...
- Fri Mar 20, 2020 1:07 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 90848
Re: Friday Facts #339 - Beacon HR + Redesign process
What would it look like if the electricity beams occasionally arced to the entities that are receiving the bonus?